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Resizing and LPD3DXFONT causing BeginScene to fail every other time

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I'm making a game w/ DirectX 9 and C++. I just added some code to use some directx fonts along the lines of:
void Game::InitializeFonts() {
	HRESULT hr;

	HDC hDC;
	int nHeight;
	int nPointSize = 18;

	hDC = GetDC( NULL );

	nHeight = -( MulDiv( nPointSize, GetDeviceCaps(hDC, LOGPIXELSY), 72 ) );
	hr = D3DXCreateFont( g_pd3dDevice, nHeight, 0, FW_BOLD, 0, FALSE, 
		                 DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 
		                 DEFAULT_PITCH | FF_DONTCARE, TEXT("Arial"), 
		                 &m_pd3dxFont );

}
and
RECT destRect1;
SetRect( &destRect1, 300, 300, 0, 0 );
m_pd3dxFont->DrawText( NULL,TEXT("Game Over. Press Any Key To Restart"), -1, &destRect1, DT_NOCLIP, D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f) );
but when I would resize, the BeginScene would fail with an error code of D3DERR_INVALIDCALL. But the really weird thing was that if I resized again, everything would go back to normal. My resize handling code is reseting the device and reinitializing the fonts and whatnot. So I finally tried adding a second call to the device's reset function and that fixed it.
g_pd3dDevice->Reset( &d3dpp );
g_pd3dDevice->Reset( &d3dpp );
InitializeRenderStates();
game->InitializeLights();
game->InitializeFonts();
game->Render();
But it's a total hack. Does anybody have an idea of why this might happen?

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